Proficient — Building Your A-Game
A framework for choosing a primary system and developing it into a competition-ready A-game. The selection problem, the three-layer structure, and the development cycle.
At proficient level, the curriculum stops being about what to learn and starts being about what to specialise in. This page is a framework for the A-game decision — the choice of primary system a proficient grappler builds their competitive identity around.
What an A-game is
An A-game is not a technique or a position — it is a connected sequence of positions, attacks, and transitions the grappler has developed to the point of operational reliability. Under pressure, at fatigue, against skilled resistance, the A-game still functions. Everything else is the B-game — tools you use when the situation calls for them, but not where you plant your flag.
Every competitive grappler at proficient level has an A-game whether they named it or not. The naming matters because it lets you develop it deliberately.
The selection problem
The selection question is: “What is my A-game?” The mistake most proficient grapplers make is trying to answer this abstractly — picking a system that looks appealing in competition footage or that a favoured instructor emphasises. The better answer is to work backward from what you have already demonstrated.
Questions to ask:
- What positions do I reach repeatedly in live rolling without trying to reach them?
- What submissions have I finished on resistant opponents at my level and above?
- What transitions feel inevitable — where the next step always seems obvious?
- What body type, fitness profile, and injury history do I have?
The answers reveal your A-game’s rough shape before you choose it. Selection is formalising what’s already happening, not inventing something new.
Selection criteria
Four criteria to weigh when selecting the A-game system:
- Skill stack. Which system rewards the invariables you already have? A mechanical, pressure-based grappler will not thrive on a high-pace-scramble A-game.
- Body fit. Short, stocky body types have advantages in some systems (half-guard, leg entanglements) and disadvantages in others (long-levered guards). Tall, long grapplers have opposite advantages.
- Ruleset fit. If you primarily compete in IBJJF no-gi, leg-lock-centric A-games are constrained. In ADCC or sub-only, they’re central. Choose to match where you compete.
- Sustainability. Some A-games stress the body in specific ways. A standing-heavy A-game wears the knees; a back-attack-heavy A-game wears the lats and shoulders. A 50-year-old proficient grappler should not be running the same A-game as a 25-year-old.
The three-layer A-game structure
An A-game has three layers:
- The entry layer. How you get into the primary position. An A-game’s entries need to work from standing, from guard, and from scrambles — otherwise the primary position is unreachable against a competent opponent.
- The primary position. The position you build the A-game around. A guard system, a passing system, a back-control style, a leg-entanglement style. One position; not several.
- The finishing layer. The submissions or decisive outcomes you score from the primary position. Usually 2–3 primary finishes plus the dilemma-opening transitions. See submission systems.
A complete A-game has all three. An A-game with only the primary position (“I’m a half-guard player”) is incomplete — without entries you cannot reach it, without finishes it does not score.
The connective layer
The layer that turns three separate layers into one A-game is the connective tissue — the transitions and dilemmas that make each layer inevitable given the previous. The dilemmas page covers the general concept. The A-game-specific version: every position in your A-game should open exactly one other A-game position through a dilemma.
Example connective paths:
- Entry (arm drag) → Primary (back control) → Finish (RNC or bow-and-arrow based on defender’s response).
- Entry (knee-cut pass setup) → Primary (half-guard top) → Finish (smash pass to submissions or back take based on defender’s response).
- Entry (butterfly guard) → Primary (X guard and SLX) → Finish (leg entanglements or sweep based on defender’s posture).
The B-game and failure modes
The A-game fails sometimes. The B-game is what you have when it does. At proficient level, the B-game is typically the developing-level system content you decided not to specialise in — still available, still reasonably sharp, just not where you plant your flag.
Failure modes to plan for:
- A-game denied from the outset. Opponent’s style or body type takes away your entries. You need a B-game entry path that reaches a secondary A-game position or a different primary.
- Primary position neutralised. You reach it but cannot attack from it. Your B-game here is transitions out of the position to something else — not grinding the A-game.
- Finish denied. You reach and control but cannot finish. The A-game’s finishing layer needs multiple outcomes, not one — see the dilemmas concept.
The development cycle
Once the A-game is selected, development follows a cycle:
- Targeted drilling. Drill the primary position transitions 3–4 times the volume of everything else.
- Specific sparring. Start rolls from the primary position or its immediate entries. Reset when the position is lost.
- Open sparring with intention. Normal rolling, but actively navigating toward A-game positions.
- Analysis. Review recorded rolls or competition footage. Where did the A-game open? Where did it close? Where did you end up instead?
- Refinement. Fix the most common failure point in the next drilling block.
A full development cycle takes months — not weeks. Proficient-level A-game development is a multi-year project.
Common A-game mistakes
- Selecting aspirationally rather than descriptively. Picking the A-game of a grappler whose body and skills do not resemble your own.
- Selecting too narrowly. “My A-game is the armbar.” An A-game is a system, not a technique.
- Selecting too broadly. “My A-game is the guard.” Guard is a category, not a primary position.
- Abandoning the A-game too early. A-games take time to develop. Switching after six months of bad rolls is usually premature.
- Never refining. Treating the A-game as fixed. It evolves — positions get added, failure modes get patched, finishes rotate as competitors figure them out.
See also: competition preparation for how to translate A-game development into specific ruleset preparation.